#include "Primitives.h"

Light::Light(){

}

void Light::render(){
	GLfloat spot_direction[] = {0.0, 0.0, -1.0};
	GLfloat light1_position[] = { 0, 0, 0, 1.0 }; 
	GLfloat light1_ambient[] = { 1, 1, 1, 1.0 };
	GLfloat light1_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat light1_specular[] = { 1.0, 1.0, 1.0, 1.0 };
	glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
	glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
	glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
	glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
	glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, spot_direction);
	glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 0.0);
	glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 10.0);
//	glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.2);
//	glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.01);
//	glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.001);
}

void Light::boundingSphere(Matrix4 *c, Texture *t){


}
